User experience principle: interfaces should provide feedback about their current status. Users should never wonder what state the system is in.

Nielsen

3

ux-implementation-level

User experience principle: interfaces should not be organized around the underlying implementation and technology in ways that are illogical, or require the user to have access to additional information that is not found in the interface itself.

Nielsen / Cooper

4

ux-jargon

User experience principle: users should not be required to understand any form of implementation level terminology. (This principle is a special case of ux-implementation-level).

Nielsen (renamed from "match between system and the real world")

5

ux-control

User experience principle: users should always feel like they are in control of their software. (This principle is often the nemesis of ux-interruption, especially in cases where developers assume users want more control than they actually want).

ux-interruption

Nielsen

6

ux-undo

User experience principle: actions should support undo so that users remain in control. (This principle is a special case of ux-control).

New (split from control)

7

ux-consistency

User experience principle: in general software should be internally consistent with itself, and externally consistent with similar interfaces to leverage the user's existing knowledge.

User experience principle: users should not encounter errors because the interface is in a different state than they expected it to be. (This principle is a special case of ux-error-prevention).

New

10

ux-error-recovery

User experience principle: interfaces should proactively help users recover from both user errors and technology errors. (A preferable case is to address through ux-error-prevention so that the error does not occur).

Nielsen

11

ux-discovery

User experience principle: users should be able to discover functionality and information by visually exploring the interface, they should not be forced to recall information from memory. (This is often the nemesis of ux-minimalism since additional visible items diminish the relative visibility of other items being displayed).

ux-minimalism

Nielsen (renamed from "recognition rather than recall")

12

ux-efficiency

User experience principle: interfaces should be as efficient as possible, minimizing the complexity of actions and the overall time to complete a task.

Nielsen

13

ux-minimalism

User experience principle: interfaces should be as simple as possible, both visually and interactively. Interfaces should avoid redundancy. (This principle is often the nemesis of ux-discovery since removing or hiding items deep into the interface forces the user to rely more on memory than recognition).

ux-discovery

Nielsen

14

ux-interruption

User experience principle: interfaces should not interrupt the user. Interfaces should never ask the user a question that they are not prepared to answer simply for a false sense of ux-control. In general software should only speak when spoken to.

ux-control

New

15

ux-tone

User experience principle: interfaces should not blame the user, or communicate in a way that is overly negative or dramatic.

New

16

ux-natural-mapping

User experience principle: controls should be placed in the correct location relative to the effect that they will have.

Norman

17

ux-affordance

User experience principle: controls should visually express how the user should interact with them.

Norman

18

ux-visual-hierarchy

User experience principle: controls that are more important or more commonly used should leverage visual variables such as size and contrast so that they have more dominance and weight relative to other controls. (This principle is an adaption of ux-discovery).